11-20-2011, 11:49 AM
(11-18-2011, 09:45 PM)victor sant Wrote:This errors repeat during the AI freezes, when guildas will explain about movement the music slowdown and this error start to happen.Code:82141 [AUDIO MIXER THREAD] INFO hle.sceAtrac3plus - Replaying atrac loop atracID=0, loopStart=7, loopEnd=112434
Also this error loops infinite:
Code:17515 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (128x128)@0x041C9BB0 -> (512x512)@0x041C0BA0
17531 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (512x512)@0x041C0BA0 -> (512x512)@0x041C0BA0
17531 [GUI] WARN ge - ... and this invalid Texture mipmap will be used with mipmap_mode=1, mipmap_bias=1
17546 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (128x128)@0x041C9BB0 -> (512x512)@0x041C0BA0
17562 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (512x512)@0x041C0BA0 -> (512x512)@0x041C0BA0
17562 [GUI] WARN ge - ... and this invalid Texture mipmap will be used with mipmap_mode=1, mipmap_bias=1
17578 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (128x128)@0x041C9BB0 -> (512x512)@0x041C0BA0
17593 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (512x512)@0x041C0BA0 -> (512x512)@0x041C0BA0
17593 [GUI] WARN ge - ... and this invalid Texture mipmap will be used with mipmap_mode=1, mipmap_bias=1
17609 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (128x128)@0x041C9BB0 -> (512x512)@0x041C0BA0
17625 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (512x512)@0x041C0BA0 -> (512x512)@0x041C0BA0
17625 [GUI] WARN ge - ... and this invalid Texture mipmap will be used with mipmap_mode=1, mipmap_bias=1
17640 [GUI] WARN ge - Texture mipmap with invalid dimension at level 1: (128x128)@0x041C9BB0 -> (512x512)@0x041C0BA0
This is the error I got at the end of chapter 1. It's just like digiadventure said, the errors of this game are very random. You just need to play around with video settings for a bit and it'll work somehow =.='. And you should save often too, especially near the end of each battle.